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path: root/LibOVR/Src/CAPI/Shaders/DistortionChroma_ps.psh
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Texture2D Texture : register(t0);
SamplerState Linear : register(s0);

float4 main(in float4 oPosition : SV_Position, in float4 oColor : COLOR,
            in float3 oTexCoord0 : TEXCOORD0, in float3 oTexCoord1 : TEXCOORD1, in float3 oTexCoord2 : TEXCOORD2) : SV_Target
{
	float ResultR = Texture.SampleLevel(Linear, oTexCoord0.xy, 0.0).r;
	float ResultG = Texture.SampleLevel(Linear, oTexCoord1.xy, 0.0).g;
	float ResultB = Texture.SampleLevel(Linear, oTexCoord2.xy, 0.0).b;
	return float4(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b, 1.0);
	//"	return oColor.rrrr;
}